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5ead/monsters/md/a5e_monstrous_menagerie/green-hag-a5e.md
2025-06-07 07:58:30 -05:00

2.0 KiB

Green Hag

Medium Fey

  • Armor Class: 14
  • Hit Points: 71 (11d8+22)
  • Speed: walk 30 ft.
  • Challenge Rating: 3 (700 XP)
  • Source: A5e Monstrous Menagerie, page 268
STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 16 (+3)
  • Saving Throws: Con +4, Wis +4
  • Skills: arcana +4, deception +5, insight +4, perception +4, stealth +4
  • Senses: darkvision 60 ft., passive Perception 14
  • Languages: Common, Draconic, Sylvan

Special Abilities

  • Amphibious: The hag can breathe air and water.
  • Innate Spellcasting: The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas

Actions

  • Multiattack: The hag attacks with its claws and uses Hex.
  • Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  • Hex (Gaze): A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:
  • 1: Charm Hex. The target is charmed by the hag.
  • 2: Fear Hex. The target is frightened of the hag.
  • 3: Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity the hag can cause the activity to fail.
  • 4: Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake.
  • Invisibility (2nd-Level; V, S, Concentration): The hag is invisible for 1 hour. The spell ends if the hag attacks uses Hex or casts a spell.